1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | |
|
|
25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <sproto.h> |
28 | #include <sproto.h> |
26 | #include <spells.h> |
29 | #include <spells.h> |
27 | #include <skills.h> |
30 | #include <skills.h> |
… | |
… | |
35 | * set to sane values. |
38 | * set to sane values. |
36 | */ |
39 | */ |
37 | object * |
40 | object * |
38 | check_enemy (object *npc, rv_vector * rv) |
41 | check_enemy (object *npc, rv_vector * rv) |
39 | { |
42 | { |
40 | |
|
|
41 | /* if this is pet, let him attack the same enemy as his owner |
43 | /* if this is pet, let him attack the same enemy as his owner |
42 | * TODO: when there is no ower enemy, try to find a target, |
44 | * TODO: when there is no ower enemy, try to find a target, |
43 | * which CAN attack the owner. */ |
45 | * which CAN attack the owner. */ |
44 | if ((npc->attack_movement & HI4) == PETMOVE) |
46 | if ((npc->attack_movement & HI4) == PETMOVE) |
45 | { |
47 | { |
… | |
… | |
47 | npc->enemy = NULL; |
49 | npc->enemy = NULL; |
48 | else if (npc->enemy == NULL) |
50 | else if (npc->enemy == NULL) |
49 | npc->enemy = npc->owner->enemy; |
51 | npc->enemy = npc->owner->enemy; |
50 | } |
52 | } |
51 | |
53 | |
52 | /* periodically, a monster mayu change its target. Also, if the object |
54 | /* periodically, a monster may change its target. Also, if the object |
53 | * has been destroyed, etc, clear the enemy. |
55 | * has been destroyed, etc, clear the enemy. |
54 | * TODO: this should be changed, because it invokes to attack forced or |
56 | * TODO: this should be changed, because it invokes to attack forced or |
55 | * attacked monsters to leave the attacker alone, before it is destroyed |
57 | * attacked monsters to leave the attacker alone, before it is destroyed |
56 | */ |
58 | */ |
57 | /* i had removed the random target leave, this invokes problems with friendly |
59 | /* I had removed the random target leave, this invokes problems with friendly |
58 | * objects, getting attacked and defending herself - they don't try to attack |
60 | * objects, getting attacked and defending herself - they don't try to attack |
59 | * again then but perhaps get attack on and on |
61 | * again then but perhaps get attack on and on |
60 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
62 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
61 | * too. */ |
63 | * too. */ |
62 | |
64 | |
… | |
… | |
66 | * the grouping checks are. Code is the same. |
68 | * the grouping checks are. Code is the same. |
67 | */ |
69 | */ |
68 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
70 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
69 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
71 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
70 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
72 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
71 | npc->enemy = NULL; |
73 | npc->enemy = 0; |
72 | |
74 | |
73 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
75 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
74 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
76 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
75 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
76 | || npc->enemy == npc->owner)) |
78 | || npc->enemy == npc->owner)) |
77 | npc->enemy = NULL; |
79 | npc->enemy = 0; |
78 | |
80 | |
79 | |
81 | |
80 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
82 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
81 | npc->enemy = NULL; |
83 | npc->enemy = 0; |
82 | |
84 | |
83 | /* I've noticed that pets could sometimes get an arrow as the |
85 | /* I've noticed that pets could sometimes get an arrow as the |
84 | * target enemy - this code below makes sure the enemy is something |
86 | * target enemy - this code below makes sure the enemy is something |
85 | * that should be attacked. My guess is that the arrow hits |
87 | * that should be attacked. My guess is that the arrow hits |
86 | * the creature/owner, and so the creature then takes that |
88 | * the creature/owner, and so the creature then takes that |
… | |
… | |
88 | */ |
90 | */ |
89 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
91 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
90 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
92 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
91 | && npc->enemy->type != PLAYER |
93 | && npc->enemy->type != PLAYER |
92 | && npc->enemy->type != GOLEM) |
94 | && npc->enemy->type != GOLEM) |
93 | npc->enemy = NULL; |
95 | npc->enemy = 0; |
94 | |
|
|
95 | } |
96 | } |
96 | |
97 | |
97 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
98 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
98 | } |
99 | } |
99 | |
100 | |
100 | /* Returns the nearest living creature (monster or generator). |
101 | /* Returns the nearest living creature (monster or generator). |
101 | * Modified to deal with tiled maps properly. |
102 | * Modified to deal with tiled maps properly. |
102 | * Also fixed logic so that monsters in the lower directions were more |
103 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
152 | * Currently, only move_monster calls this function. |
153 | * Currently, only move_monster calls this function. |
153 | * Fix function so that we always make calls to get_rangevector |
154 | * Fix function so that we always make calls to get_rangevector |
154 | * if we have a valid target - function as not doing so in |
155 | * if we have a valid target - function as not doing so in |
155 | * many cases. |
156 | * many cases. |
156 | */ |
157 | */ |
157 | object * |
158 | static object * |
158 | find_enemy (object *npc, rv_vector * rv) |
159 | find_enemy (object *npc, rv_vector * rv) |
159 | { |
160 | { |
160 | object *attacker, *tmp = NULL; |
161 | object *attacker, *tmp = NULL; |
161 | |
162 | |
162 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
163 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
… | |
… | |
197 | /* we check our old enemy. */ |
198 | /* we check our old enemy. */ |
198 | if (!(tmp = check_enemy (npc, rv))) |
199 | if (!(tmp = check_enemy (npc, rv))) |
199 | { |
200 | { |
200 | if (attacker) /* if we have an attacker, check him */ |
201 | if (attacker) /* if we have an attacker, check him */ |
201 | { |
202 | { |
202 | /* TODO: thats not finished */ |
203 | /* TODO: that's not finished */ |
203 | /* we don't want a fight evil vs evil or good against non evil */ |
204 | /* we don't want a fight evil vs evil or good against non evil */ |
204 | |
205 | |
205 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
206 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
206 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
207 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
207 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
208 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
208 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
209 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
209 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
210 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
210 | { |
211 | { |
211 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
212 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
212 | npc->enemy = attacker; |
213 | npc->enemy = attacker; |
213 | return attacker; /* yes, we face our attacker! */ |
214 | return attacker; /* yes, we face our attacker! */ |
214 | } |
215 | } |
… | |
… | |
230 | /* Sees if this monster should wake up. |
231 | /* Sees if this monster should wake up. |
231 | * Currently, this is only called from move_monster, and |
232 | * Currently, this is only called from move_monster, and |
232 | * if enemy is set, then so should be rv. |
233 | * if enemy is set, then so should be rv. |
233 | * returns 1 if the monster should wake up, 0 otherwise. |
234 | * returns 1 if the monster should wake up, 0 otherwise. |
234 | */ |
235 | */ |
235 | int |
236 | static int |
236 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
237 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
237 | { |
238 | { |
238 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
|
|
239 | |
|
|
240 | /* Trim work - if no enemy, no need to do anything below */ |
239 | /* Trim work - if no enemy, no need to do anything below */ |
241 | if (!enemy) |
240 | if (!enemy) |
242 | return 0; |
241 | return 0; |
243 | |
242 | |
|
|
243 | if (!op->flag [FLAG_SLEEP]) |
|
|
244 | return 1; |
|
|
245 | |
|
|
246 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
|
|
247 | |
|
|
248 | if (op->flag [FLAG_BLIND]) |
244 | /* blinded monsters can only find nearby objects to attack */ |
249 | /* blinded monsters can only find nearby objects to attack */ |
245 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
246 | radius = MIN_MON_RADIUS; |
250 | radius = MIN_MON_RADIUS; |
247 | |
251 | else if (op->map |
|
|
252 | && !enemy->invisible |
|
|
253 | && !stand_in_light (enemy) |
|
|
254 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
248 | /* This covers the situation where the monster is in the dark |
255 | /* This covers the situation where the monster is in the dark |
249 | * and has an enemy. If the enemy has no carried light (or isnt |
256 | * and has an enemy. If the enemy has no carried light (or isnt |
250 | * glowing!) then the monster has trouble finding the enemy. |
257 | * glowing!) then the monster has trouble finding the enemy. |
251 | * Remember we already checked to see if the monster can see in |
258 | * Remember we already checked to see if the monster can see in |
252 | * the dark. */ |
259 | * the dark. */ |
|
|
260 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
253 | |
261 | |
254 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
262 | if (enemy->flag [FLAG_STEALTH]) |
255 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
263 | radius = radius / 2 + 1; |
256 | { |
|
|
257 | int dark = radius / (op->map->darkness); |
|
|
258 | |
|
|
259 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
|
|
260 | } |
|
|
261 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
262 | return 1; |
|
|
263 | |
264 | |
264 | /* enemy should already be on this map, so don't really need to check |
265 | /* enemy should already be on this map, so don't really need to check |
265 | * for that. |
266 | * for that. |
266 | */ |
267 | */ |
267 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
268 | if (rv->distance <= radius) |
268 | { |
269 | { |
269 | CLEAR_FLAG (op, FLAG_SLEEP); |
270 | CLEAR_FLAG (op, FLAG_SLEEP); |
270 | return 1; |
271 | return 1; |
271 | } |
272 | } |
|
|
273 | |
272 | return 0; |
274 | return 0; |
273 | } |
275 | } |
274 | |
276 | |
275 | int |
277 | static int |
276 | move_randomly (object *op) |
278 | move_randomly (object *op) |
277 | { |
279 | { |
|
|
280 | /* Give up to 15 chances for a monster to move randomly */ |
|
|
281 | for (int i = 0; i < 15; i++) |
|
|
282 | if (move_object (op, rndm (8) + 1)) |
|
|
283 | return 1; |
|
|
284 | |
|
|
285 | return 0; |
|
|
286 | } |
|
|
287 | |
|
|
288 | /* |
|
|
289 | * monster_can_pick(): If the monster is interested in picking up |
|
|
290 | * the item, then return 0. Otherwise 0. |
|
|
291 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
292 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
|
|
293 | */ |
|
|
294 | static int |
|
|
295 | monster_can_pick (object *monster, object *item) |
|
|
296 | { |
|
|
297 | int flag = 0; |
278 | int i; |
298 | int i; |
279 | |
299 | |
280 | /* Give up to 15 chances for a monster to move randomly */ |
300 | if (!can_pick (monster, item)) |
281 | for (i = 0; i < 15; i++) |
301 | return 0; |
|
|
302 | |
|
|
303 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
304 | return 0; |
|
|
305 | |
|
|
306 | if (monster->pick_up & 64) /* All */ |
|
|
307 | flag = 1; |
|
|
308 | |
|
|
309 | else |
|
|
310 | switch (item->type) |
282 | { |
311 | { |
283 | if (move_object (op, rndm (8) + 1)) |
312 | case MONEY: |
|
|
313 | case GEM: |
|
|
314 | flag = monster->pick_up & 2; |
|
|
315 | break; |
|
|
316 | |
|
|
317 | case FOOD: |
|
|
318 | flag = monster->pick_up & 4; |
|
|
319 | break; |
|
|
320 | |
|
|
321 | case WEAPON: |
|
|
322 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
|
|
323 | break; |
|
|
324 | |
|
|
325 | case ARMOUR: |
|
|
326 | case SHIELD: |
|
|
327 | case HELMET: |
|
|
328 | case BOOTS: |
|
|
329 | case GLOVES: |
|
|
330 | case GIRDLE: |
|
|
331 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
|
|
332 | break; |
|
|
333 | |
|
|
334 | case SKILL: |
|
|
335 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
|
|
336 | break; |
|
|
337 | |
|
|
338 | case RING: |
|
|
339 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
|
|
340 | break; |
|
|
341 | |
|
|
342 | case WAND: |
|
|
343 | case HORN: |
|
|
344 | case ROD: |
|
|
345 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
|
|
346 | break; |
|
|
347 | |
|
|
348 | case SPELLBOOK: |
|
|
349 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
|
|
350 | break; |
|
|
351 | |
|
|
352 | case SCROLL: |
|
|
353 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
|
|
354 | break; |
|
|
355 | |
|
|
356 | case BOW: |
|
|
357 | case ARROW: |
|
|
358 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
|
|
359 | break; |
|
|
360 | } |
|
|
361 | |
|
|
362 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
363 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
364 | * use several locations. |
|
|
365 | */ |
|
|
366 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
367 | { |
|
|
368 | if (monster->slot[i].info && item->slot[i].info) |
|
|
369 | { |
|
|
370 | flag = 1; |
|
|
371 | break; |
|
|
372 | } |
|
|
373 | } |
|
|
374 | |
|
|
375 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
284 | return 1; |
376 | return 1; |
285 | } |
377 | |
286 | return 0; |
378 | return 0; |
287 | } |
379 | } |
288 | |
380 | |
289 | /* |
381 | /* |
290 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
382 | * monster_check_pickup(): checks for items that monster can pick up. |
|
|
383 | * |
|
|
384 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
|
|
385 | * Each time the blob passes over some treasure, it will |
|
|
386 | * grab it a.s.a.p. |
|
|
387 | * |
|
|
388 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
389 | * to handle this. |
|
|
390 | * |
|
|
391 | * This function was seen be continueing looping at one point (tmp->below |
|
|
392 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
393 | * after we pick everything up, since that function may call others which |
|
|
394 | * affect stacking on this space. |
291 | */ |
395 | */ |
292 | int |
396 | static void |
293 | move_monster (object *op) |
397 | monster_check_pickup (object *monster) |
294 | { |
398 | { |
295 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
399 | object *tmp, *next; |
296 | object *owner, *enemy, *part, *oph = op; |
|
|
297 | rv_vector rv; |
|
|
298 | |
400 | |
299 | /* Monsters not on maps don't do anything. These monsters are things |
401 | for (tmp = monster->below; tmp != NULL; tmp = next) |
300 | * Like royal guards in city dwellers inventories. |
|
|
301 | */ |
|
|
302 | if (!op->map) |
|
|
303 | return 0; |
|
|
304 | |
|
|
305 | /* for target facing, we copy this value here for fast access */ |
|
|
306 | if (oph->head) /* force update the head - one arch one pic */ |
|
|
307 | oph = oph->head; |
|
|
308 | |
|
|
309 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
|
|
310 | enemy = op->enemy = NULL; |
|
|
311 | else if ((enemy = find_enemy (op, &rv))) |
|
|
312 | /* we have an enemy, just tell him we want him dead */ |
|
|
313 | enemy->attacked_by = op; /* our ptr */ |
|
|
314 | |
|
|
315 | /* generate hp, if applicable */ |
|
|
316 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
317 | { |
402 | { |
318 | |
403 | next = tmp->below; |
319 | /* last heal is in funny units. Dividing by speed puts |
404 | if (monster_can_pick (monster, tmp)) |
320 | * the regeneration rate on a basis of time instead of |
|
|
321 | * #moves the monster makes. The scaling by 8 is |
|
|
322 | * to capture 8th's of a hp fraction regens |
|
|
323 | * |
405 | { |
324 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
406 | tmp->remove (); |
325 | * overflow might produce monsters with negative hp. |
407 | tmp = insert_ob_in_ob (tmp, monster); |
|
|
408 | monster_check_apply (monster, tmp); |
|
|
409 | } |
|
|
410 | |
|
|
411 | /* We could try to re-establish the cycling, of the space, but probably |
|
|
412 | * not a big deal to just bail out. |
326 | */ |
413 | */ |
327 | |
414 | if (next && next->destroyed ()) |
328 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
|
|
329 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
330 | op->last_heal %= 32; |
|
|
331 | |
|
|
332 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
333 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
334 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
|
|
335 | |
|
|
336 | if (op->stats.hp > op->stats.maxhp) |
|
|
337 | op->stats.hp = op->stats.maxhp; |
|
|
338 | } |
|
|
339 | |
|
|
340 | /* generate sp, if applicable */ |
|
|
341 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
342 | { |
|
|
343 | |
|
|
344 | /* last_sp is in funny units. Dividing by speed puts |
|
|
345 | * the regeneration rate on a basis of time instead of |
|
|
346 | * #moves the monster makes. The scaling by 8 is |
|
|
347 | * to capture 8th's of a sp fraction regens |
|
|
348 | * |
|
|
349 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
350 | * overflow might produce monsters with negative sp. |
|
|
351 | */ |
|
|
352 | |
|
|
353 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
|
|
354 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
355 | op->last_sp %= 128; |
|
|
356 | } |
|
|
357 | |
|
|
358 | /* this should probably get modified by many more values. |
|
|
359 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
360 | */ |
|
|
361 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
|
|
362 | { |
|
|
363 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
364 | } |
|
|
365 | |
|
|
366 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
367 | return QUERY_FLAG (op, FLAG_FREED); |
|
|
368 | |
|
|
369 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
|
|
370 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
371 | { |
|
|
372 | if (!check_wakeup (op, enemy, &rv)) |
|
|
373 | return 0; |
415 | return; |
374 | } |
|
|
375 | |
|
|
376 | /* check if monster pops out of hidden spot */ |
|
|
377 | if (op->hide) |
|
|
378 | do_hidden_move (op); |
|
|
379 | |
|
|
380 | if (op->pick_up) |
|
|
381 | monster_check_pickup (op); |
|
|
382 | |
|
|
383 | if (op->will_apply) |
|
|
384 | monster_apply_below (op); /* Check for items to apply below */ |
|
|
385 | |
|
|
386 | /* If we don't have an enemy, do special movement or the like */ |
|
|
387 | if (!enemy) |
|
|
388 | { |
416 | } |
389 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
417 | } |
390 | { |
418 | |
391 | op->destroy (); |
419 | /* |
392 | return 1; |
420 | * monster_apply_below(): |
|
|
421 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
422 | * eager to apply things, encounters something apply-able, |
|
|
423 | * then make him apply it |
|
|
424 | */ |
|
|
425 | static void |
|
|
426 | monster_apply_below (object *monster) |
|
|
427 | { |
|
|
428 | object *tmp, *next; |
|
|
429 | |
|
|
430 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
431 | { |
|
|
432 | next = tmp->below; |
|
|
433 | switch (tmp->type) |
393 | } |
434 | { |
394 | |
435 | case T_HANDLE: |
395 | /* Probably really a bug for a creature to have both |
|
|
396 | * stand still and a movement type set. |
|
|
397 | */ |
|
|
398 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
399 | { |
|
|
400 | if (op->attack_movement & HI4) |
|
|
401 | { |
|
|
402 | switch (op->attack_movement & HI4) |
|
|
403 | { |
|
|
404 | case (PETMOVE): |
|
|
405 | pet_move (op); |
|
|
406 | break; |
|
|
407 | |
|
|
408 | case (CIRCLE1): |
|
|
409 | circ1_move (op); |
|
|
410 | break; |
|
|
411 | |
|
|
412 | case (CIRCLE2): |
|
|
413 | circ2_move (op); |
|
|
414 | break; |
|
|
415 | |
|
|
416 | case (PACEV): |
|
|
417 | pace_movev (op); |
|
|
418 | break; |
|
|
419 | |
|
|
420 | case (PACEH): |
|
|
421 | pace_moveh (op); |
|
|
422 | break; |
|
|
423 | |
|
|
424 | case (PACEV2): |
|
|
425 | pace2_movev (op); |
|
|
426 | break; |
|
|
427 | |
|
|
428 | case (PACEH2): |
|
|
429 | pace2_moveh (op); |
|
|
430 | break; |
|
|
431 | |
|
|
432 | case (RANDO): |
|
|
433 | rand_move (op); |
|
|
434 | break; |
|
|
435 | |
|
|
436 | case (RANDO2): |
|
|
437 | move_randomly (op); |
|
|
438 | break; |
|
|
439 | } |
|
|
440 | return 0; |
|
|
441 | } |
|
|
442 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
|
|
443 | (void) move_randomly (op); |
|
|
444 | |
|
|
445 | } /* stand still */ |
|
|
446 | return 0; |
|
|
447 | } /* no enemy */ |
|
|
448 | |
|
|
449 | /* We have an enemy. Block immediately below is for pets */ |
|
|
450 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
451 | && (owner = op->owner) != NULL |
|
|
452 | && !on_same_map (op, owner) |
|
|
453 | && !owner->flag [FLAG_REMOVED]) |
|
|
454 | return follow_owner (op, owner); |
|
|
455 | |
|
|
456 | /* doppleganger code to change monster facing to that of the nearest |
|
|
457 | * player. Hmm. The code is here, but no monster in the current |
|
|
458 | * arch set uses it. |
|
|
459 | */ |
|
|
460 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
|
|
461 | { |
|
|
462 | op->face = enemy->face; |
|
|
463 | op->name = enemy->name; |
|
|
464 | } |
|
|
465 | |
|
|
466 | /* Calculate range information for closest body part - this |
|
|
467 | * is used for the 'skill' code, which isn't that smart when |
|
|
468 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
469 | * into themselves. |
|
|
470 | */ |
|
|
471 | get_rangevector (op, enemy, &rv, 0); |
|
|
472 | |
|
|
473 | /* Move the check for scared up here - if the monster was scared, |
|
|
474 | * we were not doing any of the logic below, so might as well save |
|
|
475 | * a few cpu cycles. |
|
|
476 | */ |
|
|
477 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
|
|
478 | { |
|
|
479 | rv_vector rv1; |
|
|
480 | |
|
|
481 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
482 | for (part = op; part; part = part->more) |
|
|
483 | { |
|
|
484 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
485 | dir = rv1.direction; |
|
|
486 | |
|
|
487 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
488 | * but that we test above... so can be old code here |
|
|
489 | */ |
|
|
490 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
491 | dir = absdir (dir + 4); |
|
|
492 | |
|
|
493 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
494 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
495 | |
|
|
496 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
|
|
497 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
498 | return 0; |
|
|
499 | |
|
|
500 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
|
|
501 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
502 | return 0; |
|
|
503 | |
|
|
504 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
|
|
505 | if (monster_use_range (op, part, enemy, dir)) |
|
|
506 | return 0; |
|
|
507 | |
|
|
508 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
|
|
509 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
510 | return 0; |
|
|
511 | |
|
|
512 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
|
|
513 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
514 | return 0; |
|
|
515 | } /* for processing of all parts */ |
|
|
516 | } /* If not scared */ |
|
|
517 | |
|
|
518 | |
|
|
519 | part = rv.part; |
|
|
520 | dir = rv.direction; |
|
|
521 | |
|
|
522 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
523 | dir = absdir (dir + 4); |
|
|
524 | |
|
|
525 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
526 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
527 | |
|
|
528 | pre_att_dir = dir; /* remember the original direction */ |
|
|
529 | |
|
|
530 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
|
|
531 | { |
|
|
532 | switch (op->attack_movement & LO4) |
|
|
533 | { |
|
|
534 | case DISTATT: |
436 | case TRIGGER: |
535 | dir = dist_att (dir, op, enemy, part, &rv); |
437 | if (monster->will_apply & 1) |
|
|
438 | manual_apply (monster, tmp, 0); |
536 | break; |
439 | break; |
537 | |
440 | |
538 | case RUNATT: |
441 | case TREASURE: |
539 | dir = run_att (dir, op, enemy, part, &rv); |
442 | if (monster->will_apply & 2) |
|
|
443 | manual_apply (monster, tmp, 0); |
540 | break; |
444 | break; |
541 | |
445 | |
542 | case HITRUN: |
|
|
543 | dir = hitrun_att (dir, op, enemy); |
|
|
544 | break; |
|
|
545 | |
|
|
546 | case WAITATT: |
|
|
547 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
548 | break; |
|
|
549 | |
|
|
550 | case RUSH: /* default - monster normally moves towards player */ |
|
|
551 | case ALLRUN: |
|
|
552 | break; |
|
|
553 | |
|
|
554 | case DISTHIT: |
|
|
555 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
556 | break; |
|
|
557 | |
|
|
558 | case WAIT2: |
|
|
559 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
560 | break; |
|
|
561 | |
|
|
562 | default: |
|
|
563 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
564 | } |
|
|
565 | } |
|
|
566 | |
|
|
567 | if (!dir) |
|
|
568 | return 0; |
|
|
569 | |
|
|
570 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
571 | { |
|
|
572 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
|
|
573 | { |
446 | } |
574 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
447 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
575 | if ((op->attack_movement & LO4) == DISTATT) |
448 | break; |
576 | op->direction = pre_att_dir; |
|
|
577 | |
|
|
578 | return 0; |
|
|
579 | } |
|
|
580 | |
|
|
581 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
582 | { |
|
|
583 | |
|
|
584 | /* Try move around corners if !close */ |
|
|
585 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
|
|
586 | |
|
|
587 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
588 | { |
|
|
589 | /* try different detours */ |
|
|
590 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
|
|
591 | |
|
|
592 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
|
|
593 | return 0; |
|
|
594 | } |
|
|
595 | } |
|
|
596 | } /* if monster is not standing still */ |
|
|
597 | |
|
|
598 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
599 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
600 | op->direction = pre_att_dir; |
|
|
601 | |
|
|
602 | /* |
|
|
603 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
604 | * direction if they can't move away. |
|
|
605 | */ |
|
|
606 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
|
|
607 | if (move_randomly (op)) |
|
|
608 | return 0; |
|
|
609 | |
|
|
610 | /* |
|
|
611 | * Try giving the monster a new enemy - the player that is closest |
|
|
612 | * to it. In this way, it won't just keep trying to get to a target |
|
|
613 | * that is inaccessible. |
|
|
614 | * This could be more clever - it should go through a list of several |
|
|
615 | * enemies, as it is now, you could perhaps get situations where there |
|
|
616 | * are two players flanking the monster at close distance, but which |
|
|
617 | * the monster can't get to, and a third one at a far distance that |
|
|
618 | * the monster could get to - as it is, the monster won't look at that |
|
|
619 | * third one. |
|
|
620 | */ |
|
|
621 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
|
|
622 | { |
449 | } |
623 | object *nearest_player = get_nearest_player (op); |
|
|
624 | |
|
|
625 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
626 | { |
|
|
627 | op->enemy = NULL; |
|
|
628 | enemy = nearest_player; |
|
|
629 | } |
|
|
630 | } |
|
|
631 | |
|
|
632 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
|
|
633 | { |
|
|
634 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
635 | * since wc can in fact get negative, that would mean by adding |
|
|
636 | * the current wc, the creature gets better? Instead, just |
|
|
637 | * add a fixed amount - nasty creatures that are runny away should |
|
|
638 | * still be pretty nasty. |
|
|
639 | */ |
|
|
640 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
641 | { |
|
|
642 | part->stats.wc += 10; |
|
|
643 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
|
|
644 | part->stats.wc -= 10; |
|
|
645 | } |
|
|
646 | else |
|
|
647 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
|
|
648 | } /* if monster is in attack range */ |
|
|
649 | |
|
|
650 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
|
|
651 | return 1; |
|
|
652 | |
|
|
653 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
654 | { |
|
|
655 | op->remove (); |
|
|
656 | op->destroy (); |
|
|
657 | return 1; |
|
|
658 | } |
|
|
659 | return 0; |
|
|
660 | } |
|
|
661 | |
|
|
662 | int |
|
|
663 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
664 | { |
|
|
665 | object *more; |
|
|
666 | rv_vector rv1; |
|
|
667 | |
|
|
668 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
|
|
669 | return 0; |
|
|
670 | |
|
|
671 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
672 | return 1; |
|
|
673 | |
|
|
674 | /* check all the parts of ob2 - just because we can't get to |
|
|
675 | * its head doesn't mean we don't want to pound its feet |
|
|
676 | */ |
|
|
677 | for (more = ob2->more; more != NULL; more = more->more) |
|
|
678 | { |
|
|
679 | get_rangevector (ob1, more, &rv1, 0); |
|
|
680 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
|
|
681 | return 1; |
|
|
682 | } |
|
|
683 | return 0; |
|
|
684 | |
|
|
685 | } |
450 | } |
686 | |
451 | |
687 | /* Returns 1 is monster should cast spell sp at an enemy |
452 | /* Returns 1 is monster should cast spell sp at an enemy |
688 | * Returns 0 if the monster should not cast this spell. |
453 | * Returns 0 if the monster should not cast this spell. |
689 | * |
454 | * |
… | |
… | |
697 | * |
462 | * |
698 | * This could be a lot smarter - if there are few monsters around, |
463 | * This could be a lot smarter - if there are few monsters around, |
699 | * then disease might not be as bad. Likewise, if the monster is damaged, |
464 | * then disease might not be as bad. Likewise, if the monster is damaged, |
700 | * the right type of healing spell could be useful. |
465 | * the right type of healing spell could be useful. |
701 | */ |
466 | */ |
702 | |
|
|
703 | static int |
467 | static int |
704 | monster_should_cast_spell (object *monster, object *spell_ob) |
468 | monster_should_cast_spell (object *monster, object *spell_ob) |
705 | { |
469 | { |
706 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
470 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
707 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
471 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
708 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
472 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
709 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
473 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
710 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
474 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
711 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
475 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
712 | |
|
|
713 | return 1; |
476 | return 1; |
714 | |
477 | |
715 | return 0; |
478 | return 0; |
716 | } |
|
|
717 | |
|
|
718 | |
|
|
719 | #define MAX_KNOWN_SPELLS 20 |
|
|
720 | |
|
|
721 | /* Returns a randomly selected spell. This logic is still |
|
|
722 | * less than ideal. This code also only seems to deal with |
|
|
723 | * wizard spells, as the check is against sp, and not grace. |
|
|
724 | * can mosnters know cleric spells? |
|
|
725 | */ |
|
|
726 | object * |
|
|
727 | monster_choose_random_spell (object *monster) |
|
|
728 | { |
|
|
729 | object *altern[MAX_KNOWN_SPELLS]; |
|
|
730 | object *tmp; |
|
|
731 | int i = 0; |
|
|
732 | |
|
|
733 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
|
|
734 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
|
|
735 | { |
|
|
736 | /* Check and see if it's actually a useful spell. |
|
|
737 | * If its a spellbook, the spell is actually the inventory item. |
|
|
738 | * if it is a spell, then it is just the object itself. |
|
|
739 | */ |
|
|
740 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
|
|
741 | { |
|
|
742 | altern[i++] = tmp; |
|
|
743 | if (i == MAX_KNOWN_SPELLS) |
|
|
744 | break; |
|
|
745 | } |
|
|
746 | } |
|
|
747 | if (!i) |
|
|
748 | return NULL; |
|
|
749 | return altern[RANDOM () % i]; |
|
|
750 | } |
|
|
751 | |
|
|
752 | /* This checks to see if the monster should cast a spell/ability. |
|
|
753 | * it returns true if the monster casts a spell, 0 if he doesn't. |
|
|
754 | * head is the head of the monster. |
|
|
755 | * part is the part of the monster we are checking against. |
|
|
756 | * pl is the target. |
|
|
757 | * dir is the direction to case. |
|
|
758 | * rv is the vector which describes where the enemy is. |
|
|
759 | */ |
|
|
760 | |
|
|
761 | int |
|
|
762 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
763 | { |
|
|
764 | object *spell_item; |
|
|
765 | object *owner; |
|
|
766 | rv_vector rv1; |
|
|
767 | |
|
|
768 | /* If you want monsters to cast spells over friends, this spell should |
|
|
769 | * be removed. It probably should be in most cases, since monsters still |
|
|
770 | * don't care about residual effects (ie, casting a cone which may have a |
|
|
771 | * clear path to the player, the side aspects of the code will still hit |
|
|
772 | * other monsters) |
|
|
773 | */ |
|
|
774 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
775 | return 0; |
|
|
776 | |
|
|
777 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
778 | { |
|
|
779 | get_rangevector (head, owner, &rv1, 0x1); |
|
|
780 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
781 | { |
|
|
782 | return 0; /* Might hit owner with spell */ |
|
|
783 | } |
|
|
784 | } |
|
|
785 | |
|
|
786 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
787 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
788 | |
|
|
789 | /* If the monster hasn't already chosen a spell, choose one |
|
|
790 | * I'm not sure if it really make sense to pre-select spells (events |
|
|
791 | * could be different by the time the monster goes again). |
|
|
792 | */ |
|
|
793 | if (head->spellitem == NULL) |
|
|
794 | { |
|
|
795 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
|
|
796 | { |
|
|
797 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
|
|
798 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
|
|
799 | return 0; |
|
|
800 | } |
|
|
801 | if (spell_item->type == SPELLBOOK) |
|
|
802 | { |
|
|
803 | if (!spell_item->inv) |
|
|
804 | { |
|
|
805 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
|
|
806 | return 0; |
|
|
807 | } |
|
|
808 | spell_item = spell_item->inv; |
|
|
809 | } |
|
|
810 | } |
|
|
811 | else |
|
|
812 | spell_item = head->spellitem; |
|
|
813 | |
|
|
814 | if (!spell_item) |
|
|
815 | return 0; |
|
|
816 | |
|
|
817 | /* Best guess this is a defensive/healing spell */ |
|
|
818 | if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
|
|
819 | dir = 0; |
|
|
820 | |
|
|
821 | /* Monster doesn't have enough spell-points */ |
|
|
822 | if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
|
|
823 | return 0; |
|
|
824 | |
|
|
825 | if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
|
|
826 | return 0; |
|
|
827 | |
|
|
828 | head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
|
|
829 | head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
|
|
830 | |
|
|
831 | /* set this to null, so next time monster will choose something different */ |
|
|
832 | head->spellitem = NULL; |
|
|
833 | |
|
|
834 | return cast_spell (part, part, dir, spell_item, NULL); |
|
|
835 | } |
|
|
836 | |
|
|
837 | |
|
|
838 | int |
|
|
839 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
840 | { |
|
|
841 | object *scroll; |
|
|
842 | object *owner; |
|
|
843 | rv_vector rv1; |
|
|
844 | |
|
|
845 | /* If you want monsters to cast spells over friends, this spell should |
|
|
846 | * be removed. It probably should be in most cases, since monsters still |
|
|
847 | * don't care about residual effects (ie, casting a cone which may have a |
|
|
848 | * clear path to the player, the side aspects of the code will still hit |
|
|
849 | * other monsters) |
|
|
850 | */ |
|
|
851 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
852 | return 0; |
|
|
853 | |
|
|
854 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
855 | { |
|
|
856 | get_rangevector (head, owner, &rv1, 0x1); |
|
|
857 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
858 | { |
|
|
859 | return 0; /* Might hit owner with spell */ |
|
|
860 | } |
|
|
861 | } |
|
|
862 | |
|
|
863 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
864 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
865 | |
|
|
866 | for (scroll = head->inv; scroll; scroll = scroll->below) |
|
|
867 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
|
|
868 | break; |
|
|
869 | |
|
|
870 | /* Used up all his scrolls, so nothing do to */ |
|
|
871 | if (!scroll) |
|
|
872 | { |
|
|
873 | CLEAR_FLAG (head, FLAG_READY_SCROLL); |
|
|
874 | return 0; |
|
|
875 | } |
|
|
876 | |
|
|
877 | /* Spell should be cast on caster (ie, heal, strength) */ |
|
|
878 | if (scroll->inv->range == 0) |
|
|
879 | dir = 0; |
|
|
880 | |
|
|
881 | apply_scroll (part, scroll, dir); |
|
|
882 | return 1; |
|
|
883 | } |
|
|
884 | |
|
|
885 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
|
|
886 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
|
|
887 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
|
|
888 | * required that we would drastically increase the memory |
|
|
889 | * requirements of CF!! |
|
|
890 | * |
|
|
891 | * The skills we are treating here are all but those. -b.t. |
|
|
892 | * |
|
|
893 | * At the moment this is only useful for throwing, perhaps for |
|
|
894 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
|
|
895 | */ |
|
|
896 | int |
|
|
897 | monster_use_skill (object *head, object *part, object *pl, int dir) |
|
|
898 | { |
|
|
899 | object *skill, *owner; |
|
|
900 | |
|
|
901 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
902 | return 0; |
|
|
903 | |
|
|
904 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
905 | { |
|
|
906 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
907 | |
|
|
908 | if (dirdiff (dir, dir2) < 1) |
|
|
909 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
|
|
910 | } |
|
|
911 | |
|
|
912 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
913 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
914 | |
|
|
915 | /* skill selection - monster will use the next unused skill. |
|
|
916 | * well...the following scenario will allow the monster to |
|
|
917 | * toggle between 2 skills. One day it would be nice to make |
|
|
918 | * more skills available to monsters. |
|
|
919 | */ |
|
|
920 | for (skill = head->inv; skill; skill = skill->below) |
|
|
921 | if (skill->type == SKILL && skill != head->chosen_skill) |
|
|
922 | { |
|
|
923 | head->chosen_skill = skill; |
|
|
924 | break; |
|
|
925 | } |
|
|
926 | |
|
|
927 | if (!skill && !head->chosen_skill) |
|
|
928 | { |
|
|
929 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
|
|
930 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
|
|
931 | return 0; |
|
|
932 | } |
|
|
933 | |
|
|
934 | /* use skill */ |
|
|
935 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
|
|
936 | } |
|
|
937 | |
|
|
938 | /* Monster will use a ranged spell attack. */ |
|
|
939 | int |
|
|
940 | monster_use_range (object *head, object *part, object *pl, int dir) |
|
|
941 | { |
|
|
942 | object *wand, *owner; |
|
|
943 | int at_least_one = 0; |
|
|
944 | |
|
|
945 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
946 | return 0; |
|
|
947 | |
|
|
948 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
949 | { |
|
|
950 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
951 | |
|
|
952 | if (dirdiff (dir, dir2) < 2) |
|
|
953 | return 0; /* Might hit owner with spell */ |
|
|
954 | } |
|
|
955 | |
|
|
956 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
957 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
958 | |
|
|
959 | for (wand = head->inv; wand; wand = wand->below) |
|
|
960 | { |
|
|
961 | if (wand->type == WAND) |
|
|
962 | { |
|
|
963 | /* Found a wand, let's see if it has charges left */ |
|
|
964 | at_least_one = 1; |
|
|
965 | if (wand->stats.food <= 0) |
|
|
966 | continue; |
|
|
967 | |
|
|
968 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
969 | |
|
|
970 | if (!(--wand->stats.food)) |
|
|
971 | { |
|
|
972 | if (wand->arch) |
|
|
973 | { |
|
|
974 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
|
|
975 | wand->face = wand->arch->face; |
|
|
976 | wand->set_speed (0); |
|
|
977 | } |
|
|
978 | } |
|
|
979 | /* Success */ |
|
|
980 | return 1; |
|
|
981 | } |
|
|
982 | else if (wand->type == ROD || wand->type == HORN) |
|
|
983 | { |
|
|
984 | /* Found rod/horn, let's use it if possible */ |
|
|
985 | at_least_one = 1; |
|
|
986 | if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) |
|
|
987 | continue; |
|
|
988 | |
|
|
989 | /* drain charge before casting spell - can be a case where the |
|
|
990 | * spell destroys the monster, and rod, so if done after, results |
|
|
991 | * in crash. |
|
|
992 | */ |
|
|
993 | drain_rod_charge (wand); |
|
|
994 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
995 | |
|
|
996 | /* Success */ |
|
|
997 | return 1; |
|
|
998 | } |
|
|
999 | } |
|
|
1000 | |
|
|
1001 | if (at_least_one) |
|
|
1002 | return 0; |
|
|
1003 | |
|
|
1004 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
|
|
1005 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
|
|
1006 | return 0; |
|
|
1007 | } |
|
|
1008 | |
|
|
1009 | int |
|
|
1010 | monster_use_bow (object *head, object *part, object *pl, int dir) |
|
|
1011 | { |
|
|
1012 | object *owner; |
|
|
1013 | |
|
|
1014 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1015 | return 0; |
|
|
1016 | |
|
|
1017 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
1018 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1019 | |
|
|
1020 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1021 | { |
|
|
1022 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
1023 | |
|
|
1024 | if (dirdiff (dir, dir2) < 1) |
|
|
1025 | return 0; /* Might hit owner with arrow */ |
|
|
1026 | } |
|
|
1027 | |
|
|
1028 | /* in server/player.c */ |
|
|
1029 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
|
|
1030 | |
|
|
1031 | } |
479 | } |
1032 | |
480 | |
1033 | /* Checks if putting on 'item' will make 'who' do more |
481 | /* Checks if putting on 'item' will make 'who' do more |
1034 | * damage. This is a very simplistic check - also checking things |
482 | * damage. This is a very simplistic check - also checking things |
1035 | * like speed and ac are also relevant. |
483 | * like speed and ac are also relevant. |
1036 | * |
484 | * |
1037 | * return true if item is a better object. |
485 | * return true if item is a better object. |
1038 | */ |
486 | */ |
1039 | int |
487 | static int |
1040 | check_good_weapon (object *who, object *item) |
488 | check_good_weapon (object *who, object *item) |
1041 | { |
489 | { |
1042 | object *other_weap; |
490 | object *other_weap; |
1043 | int val = 0, i; |
491 | int val = 0, i; |
1044 | |
492 | |
… | |
… | |
1067 | return 1; |
515 | return 1; |
1068 | else |
516 | else |
1069 | return 0; |
517 | return 0; |
1070 | } |
518 | } |
1071 | |
519 | |
1072 | int |
520 | static int |
1073 | check_good_armour (object *who, object *item) |
521 | check_good_armour (object *who, object *item) |
1074 | { |
522 | { |
1075 | object *other_armour; |
523 | object *other_armour; |
1076 | int val = 0, i; |
524 | int val = 0, i; |
1077 | |
525 | |
… | |
… | |
1105 | |
553 | |
1106 | if (val > 0) |
554 | if (val > 0) |
1107 | return 1; |
555 | return 1; |
1108 | else |
556 | else |
1109 | return 0; |
557 | return 0; |
1110 | } |
|
|
1111 | |
|
|
1112 | /* |
|
|
1113 | * monster_check_pickup(): checks for items that monster can pick up. |
|
|
1114 | * |
|
|
1115 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
|
|
1116 | * Each time the blob passes over some treasure, it will |
|
|
1117 | * grab it a.s.a.p. |
|
|
1118 | * |
|
|
1119 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
1120 | * to handle this. |
|
|
1121 | * |
|
|
1122 | * This function was seen be continueing looping at one point (tmp->below |
|
|
1123 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
1124 | * after we pick everything up, since that function may call others which |
|
|
1125 | * affect stacking on this space. |
|
|
1126 | */ |
|
|
1127 | void |
|
|
1128 | monster_check_pickup (object *monster) |
|
|
1129 | { |
|
|
1130 | object *tmp, *next; |
|
|
1131 | |
|
|
1132 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1133 | { |
|
|
1134 | next = tmp->below; |
|
|
1135 | if (monster_can_pick (monster, tmp)) |
|
|
1136 | { |
|
|
1137 | tmp->remove (); |
|
|
1138 | tmp = insert_ob_in_ob (tmp, monster); |
|
|
1139 | (void) monster_check_apply (monster, tmp); |
|
|
1140 | } |
|
|
1141 | /* We could try to re-establish the cycling, of the space, but probably |
|
|
1142 | * not a big deal to just bail out. |
|
|
1143 | */ |
|
|
1144 | if (next && next->destroyed ()) |
|
|
1145 | return; |
|
|
1146 | } |
|
|
1147 | } |
|
|
1148 | |
|
|
1149 | /* |
|
|
1150 | * monster_can_pick(): If the monster is interested in picking up |
|
|
1151 | * the item, then return 0. Otherwise 0. |
|
|
1152 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
1153 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
|
|
1154 | */ |
|
|
1155 | int |
|
|
1156 | monster_can_pick (object *monster, object *item) |
|
|
1157 | { |
|
|
1158 | int flag = 0; |
|
|
1159 | int i; |
|
|
1160 | |
|
|
1161 | if (!can_pick (monster, item)) |
|
|
1162 | return 0; |
|
|
1163 | |
|
|
1164 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
1165 | return 0; |
|
|
1166 | |
|
|
1167 | if (monster->pick_up & 64) /* All */ |
|
|
1168 | flag = 1; |
|
|
1169 | |
|
|
1170 | else |
|
|
1171 | switch (item->type) |
|
|
1172 | { |
|
|
1173 | case MONEY: |
|
|
1174 | case GEM: |
|
|
1175 | flag = monster->pick_up & 2; |
|
|
1176 | break; |
|
|
1177 | |
|
|
1178 | case FOOD: |
|
|
1179 | flag = monster->pick_up & 4; |
|
|
1180 | break; |
|
|
1181 | |
|
|
1182 | case WEAPON: |
|
|
1183 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
|
|
1184 | break; |
|
|
1185 | |
|
|
1186 | case ARMOUR: |
|
|
1187 | case SHIELD: |
|
|
1188 | case HELMET: |
|
|
1189 | case BOOTS: |
|
|
1190 | case GLOVES: |
|
|
1191 | case GIRDLE: |
|
|
1192 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
|
|
1193 | break; |
|
|
1194 | |
|
|
1195 | case SKILL: |
|
|
1196 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
|
|
1197 | break; |
|
|
1198 | |
|
|
1199 | case RING: |
|
|
1200 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
|
|
1201 | break; |
|
|
1202 | |
|
|
1203 | case WAND: |
|
|
1204 | case HORN: |
|
|
1205 | case ROD: |
|
|
1206 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
|
|
1207 | break; |
|
|
1208 | |
|
|
1209 | case SPELLBOOK: |
|
|
1210 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
|
|
1211 | break; |
|
|
1212 | |
|
|
1213 | case SCROLL: |
|
|
1214 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
|
|
1215 | break; |
|
|
1216 | |
|
|
1217 | case BOW: |
|
|
1218 | case ARROW: |
|
|
1219 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
|
|
1220 | break; |
|
|
1221 | } |
|
|
1222 | |
|
|
1223 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
1224 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
1225 | * use several locations. |
|
|
1226 | */ |
|
|
1227 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1228 | { |
|
|
1229 | if (monster->slot[i].info && item->slot[i].info) |
|
|
1230 | { |
|
|
1231 | flag = 1; |
|
|
1232 | break; |
|
|
1233 | } |
|
|
1234 | } |
|
|
1235 | |
|
|
1236 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
|
|
1237 | return 1; |
|
|
1238 | return 0; |
|
|
1239 | } |
|
|
1240 | |
|
|
1241 | /* |
|
|
1242 | * monster_apply_below(): |
|
|
1243 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
1244 | * eager to apply things, encounters something apply-able, |
|
|
1245 | * then make him apply it |
|
|
1246 | */ |
|
|
1247 | void |
|
|
1248 | monster_apply_below (object *monster) |
|
|
1249 | { |
|
|
1250 | object *tmp, *next; |
|
|
1251 | |
|
|
1252 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1253 | { |
|
|
1254 | next = tmp->below; |
|
|
1255 | switch (tmp->type) |
|
|
1256 | { |
|
|
1257 | case CF_HANDLE: |
|
|
1258 | case TRIGGER: |
|
|
1259 | if (monster->will_apply & 1) |
|
|
1260 | manual_apply (monster, tmp, 0); |
|
|
1261 | break; |
|
|
1262 | |
|
|
1263 | case TREASURE: |
|
|
1264 | if (monster->will_apply & 2) |
|
|
1265 | manual_apply (monster, tmp, 0); |
|
|
1266 | break; |
|
|
1267 | |
|
|
1268 | } |
|
|
1269 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1270 | break; |
|
|
1271 | } |
|
|
1272 | } |
558 | } |
1273 | |
559 | |
1274 | /* |
560 | /* |
1275 | * monster_check_apply() is meant to be called after an item is |
561 | * monster_check_apply() is meant to be called after an item is |
1276 | * inserted in a monster. |
562 | * inserted in a monster. |
… | |
… | |
1387 | * monsters have some advantages after all. |
673 | * monsters have some advantages after all. |
1388 | */ |
674 | */ |
1389 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
675 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1390 | } |
676 | } |
1391 | |
677 | |
1392 | void |
678 | static int |
1393 | npc_call_help (object *op) |
679 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
1394 | { |
680 | { |
1395 | int x, y, mflags; |
|
|
1396 | object *npc; |
681 | object *more; |
1397 | sint16 sx, sy; |
682 | rv_vector rv1; |
1398 | maptile *m; |
|
|
1399 | |
683 | |
1400 | for (x = -3; x < 4; x++) |
684 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
1401 | for (y = -3; y < 4; y++) |
685 | return 0; |
|
|
686 | |
|
|
687 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
688 | return 1; |
|
|
689 | |
|
|
690 | /* check all the parts of ob2 - just because we can't get to |
|
|
691 | * its head doesn't mean we don't want to pound its feet |
|
|
692 | */ |
|
|
693 | for (more = ob2->more; more; more = more->more) |
1402 | { |
694 | { |
1403 | m = op->map; |
695 | get_rangevector (ob1, more, &rv1, 0); |
1404 | sx = op->x + x; |
696 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
1405 | sy = op->y + y; |
697 | return 1; |
1406 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
|
|
1407 | /* If nothing alive on this space, no need to search the space. */ |
|
|
1408 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
|
|
1409 | continue; |
|
|
1410 | |
|
|
1411 | for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
|
|
1412 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
|
|
1413 | npc->enemy = op->enemy; |
|
|
1414 | } |
698 | } |
1415 | } |
|
|
1416 | |
699 | |
1417 | int |
700 | return 0; |
|
|
701 | } |
|
|
702 | |
|
|
703 | static int |
1418 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
704 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1419 | { |
705 | { |
1420 | if (can_hit (part, enemy, rv)) |
706 | if (can_hit (part, enemy, rv)) |
1421 | return dir; |
707 | return dir; |
|
|
708 | |
1422 | if (rv->distance < 10) |
709 | if (rv->distance < 10) |
1423 | return absdir (dir + 4); |
710 | return absdir (dir + 4); |
1424 | else if (rv->distance > 18) |
711 | else if (rv->distance > 18) |
1425 | return dir; |
712 | return dir; |
1426 | |
713 | |
1427 | return 0; |
714 | return 0; |
1428 | } |
715 | } |
1429 | |
716 | |
1430 | int |
717 | static int |
1431 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
718 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1432 | { |
719 | { |
1433 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
720 | if (can_hit (part, enemy, rv)) |
1434 | { |
|
|
1435 | ob->move_status++; |
|
|
1436 | return (dir); |
721 | return dir; |
1437 | } |
722 | else |
1438 | else if (ob->move_status > 20) |
|
|
1439 | ob->move_status = 0; |
|
|
1440 | |
|
|
1441 | return absdir (dir + 4); |
723 | return absdir (dir + 4); |
1442 | } |
724 | } |
1443 | |
725 | |
1444 | int |
726 | static int |
1445 | hitrun_att (int dir, object *ob, object *enemy) |
727 | hitrun_att (int dir, object *ob, object *enemy) |
1446 | { |
728 | { |
1447 | if (ob->move_status++ < 25) |
729 | if (ob->move_status++ < 25) |
1448 | return dir; |
730 | return dir; |
1449 | else if (ob->move_status < 50) |
731 | else if (ob->move_status < 50) |
… | |
… | |
1452 | ob->move_status = 0; |
734 | ob->move_status = 0; |
1453 | |
735 | |
1454 | return absdir (dir + 4); |
736 | return absdir (dir + 4); |
1455 | } |
737 | } |
1456 | |
738 | |
1457 | int |
739 | static int |
1458 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
740 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1459 | { |
741 | { |
1460 | |
|
|
1461 | int inrange = can_hit (part, enemy, rv); |
742 | int inrange = can_hit (part, enemy, rv); |
1462 | |
743 | |
1463 | if (ob->move_status || inrange) |
744 | if (ob->move_status || inrange) |
1464 | ob->move_status++; |
745 | ob->move_status++; |
1465 | |
746 | |
… | |
… | |
1472 | |
753 | |
1473 | ob->move_status = 0; |
754 | ob->move_status = 0; |
1474 | return 0; |
755 | return 0; |
1475 | } |
756 | } |
1476 | |
757 | |
1477 | int |
758 | static int |
1478 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
759 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1479 | { |
760 | { |
1480 | |
|
|
1481 | /* The logic below here looked plain wrong before. Basically, what should |
761 | /* The logic below here looked plain wrong before. Basically, what should |
1482 | * happen is that if the creatures hp percentage falls below run_away, |
762 | * happen is that if the creatures hp percentage falls below run_away, |
1483 | * the creature should run away (dir+4) |
763 | * the creature should run away (dir+4) |
1484 | * I think its wrong for a creature to have a zero maxhp value, but |
764 | * I think its wrong for a creature to have a zero maxhp value, but |
1485 | * at least one map has this set, and whatever the map contains, the |
765 | * at least one map has this set, and whatever the map contains, the |
1486 | * server should try to be resilant enough to avoid the problem |
766 | * server should try to be resilant enough to avoid the problem |
1487 | */ |
767 | */ |
1488 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
768 | if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away) |
1489 | return absdir (dir + 4); |
769 | return absdir (dir + 4); |
1490 | |
770 | |
1491 | return dist_att (dir, ob, enemy, part, rv); |
771 | return dist_att (dir, ob, enemy, part, rv); |
1492 | } |
772 | } |
1493 | |
773 | |
1494 | int |
774 | static int |
1495 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
775 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1496 | { |
776 | { |
1497 | if (rv->distance < 9) |
777 | if (rv->distance < 9) |
1498 | return absdir (dir + 4); |
778 | return absdir (dir + 4); |
1499 | |
779 | |
1500 | return 0; |
780 | return 0; |
1501 | } |
781 | } |
1502 | |
782 | |
1503 | void |
783 | static void |
1504 | circ1_move (object *ob) |
784 | circ1_move (object *ob) |
1505 | { |
785 | { |
1506 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
786 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1507 | |
787 | |
1508 | if (++ob->move_status > 11) |
788 | if (++ob->move_status > 11) |
… | |
… | |
1510 | |
790 | |
1511 | if (!(move_object (ob, circle[ob->move_status]))) |
791 | if (!(move_object (ob, circle[ob->move_status]))) |
1512 | move_object (ob, rndm (8) + 1); |
792 | move_object (ob, rndm (8) + 1); |
1513 | } |
793 | } |
1514 | |
794 | |
1515 | void |
795 | static void |
1516 | circ2_move (object *ob) |
796 | circ2_move (object *ob) |
1517 | { |
797 | { |
1518 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
798 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
1519 | |
799 | |
1520 | if (++ob->move_status > 19) |
800 | if (++ob->move_status > 19) |
… | |
… | |
1522 | |
802 | |
1523 | if (!(move_object (ob, circle[ob->move_status]))) |
803 | if (!(move_object (ob, circle[ob->move_status]))) |
1524 | move_object (ob, rndm (8) + 1); |
804 | move_object (ob, rndm (8) + 1); |
1525 | } |
805 | } |
1526 | |
806 | |
1527 | void |
807 | static void |
1528 | pace_movev (object *ob) |
808 | pace_movev (object *ob) |
1529 | { |
809 | { |
1530 | if (ob->move_status++ > 6) |
810 | if (ob->move_status++ > 6) |
1531 | ob->move_status = 0; |
811 | ob->move_status = 0; |
1532 | |
812 | |
… | |
… | |
1534 | move_object (ob, 5); |
814 | move_object (ob, 5); |
1535 | else |
815 | else |
1536 | move_object (ob, 1); |
816 | move_object (ob, 1); |
1537 | } |
817 | } |
1538 | |
818 | |
1539 | void |
819 | static void |
1540 | pace_moveh (object *ob) |
820 | pace_moveh (object *ob) |
1541 | { |
821 | { |
1542 | if (ob->move_status++ > 6) |
822 | if (ob->move_status++ > 6) |
1543 | ob->move_status = 0; |
823 | ob->move_status = 0; |
1544 | |
824 | |
… | |
… | |
1546 | move_object (ob, 3); |
826 | move_object (ob, 3); |
1547 | else |
827 | else |
1548 | move_object (ob, 7); |
828 | move_object (ob, 7); |
1549 | } |
829 | } |
1550 | |
830 | |
1551 | void |
831 | static void |
1552 | pace2_movev (object *ob) |
832 | pace2_movev (object *ob) |
1553 | { |
833 | { |
1554 | if (ob->move_status++ > 16) |
834 | if (ob->move_status++ > 16) |
1555 | ob->move_status = 0; |
835 | ob->move_status = 0; |
1556 | |
836 | |
… | |
… | |
1562 | move_object (ob, 1); |
842 | move_object (ob, 1); |
1563 | else |
843 | else |
1564 | return; |
844 | return; |
1565 | } |
845 | } |
1566 | |
846 | |
1567 | void |
847 | static void |
1568 | pace2_moveh (object *ob) |
848 | pace2_moveh (object *ob) |
1569 | { |
849 | { |
1570 | if (ob->move_status++ > 16) |
850 | if (ob->move_status++ > 16) |
1571 | ob->move_status = 0; |
851 | ob->move_status = 0; |
1572 | |
852 | |
… | |
… | |
1578 | move_object (ob, 7); |
858 | move_object (ob, 7); |
1579 | else |
859 | else |
1580 | return; |
860 | return; |
1581 | } |
861 | } |
1582 | |
862 | |
1583 | void |
863 | static void |
1584 | rand_move (object *ob) |
864 | rand_move (object *ob) |
1585 | { |
865 | { |
1586 | int i; |
|
|
1587 | |
|
|
1588 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
866 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1589 | for (i = 0; i < 5; i++) |
867 | for (int i = 0; i < 5; i++) |
1590 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
868 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1591 | return; |
869 | return; |
1592 | } |
870 | } |
1593 | |
871 | |
|
|
872 | #define MAX_KNOWN_SPELLS 20 |
|
|
873 | |
|
|
874 | /* Returns a randomly selected spell. This logic is still |
|
|
875 | * less than ideal. This code also only seems to deal with |
|
|
876 | * wizard spells, as the check is against sp, and not grace. |
|
|
877 | * can mosnters know cleric spells? |
|
|
878 | */ |
|
|
879 | static object * |
|
|
880 | monster_choose_random_spell (object *monster) |
|
|
881 | { |
|
|
882 | object *altern[MAX_KNOWN_SPELLS]; |
|
|
883 | int i = 0; |
|
|
884 | |
|
|
885 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
|
|
886 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
|
|
887 | { |
|
|
888 | /* Check and see if it's actually a useful spell. |
|
|
889 | * If its a spellbook, the spell is actually the inventory item. |
|
|
890 | * if it is a spell, then it is just the object itself. |
|
|
891 | */ |
|
|
892 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
|
|
893 | { |
|
|
894 | altern [i++] = tmp; |
|
|
895 | |
|
|
896 | if (i == MAX_KNOWN_SPELLS) |
|
|
897 | break; |
|
|
898 | } |
|
|
899 | } |
|
|
900 | |
|
|
901 | return i ? altern [rndm (i)] : 0; |
|
|
902 | } |
|
|
903 | |
|
|
904 | /* This checks to see if the monster should cast a spell/ability. |
|
|
905 | * it returns true if the monster casts a spell, 0 if he doesn't. |
|
|
906 | * head is the head of the monster. |
|
|
907 | * part is the part of the monster we are checking against. |
|
|
908 | * pl is the target. |
|
|
909 | * dir is the direction to case. |
|
|
910 | * rv is the vector which describes where the enemy is. |
|
|
911 | */ |
|
|
912 | static int |
|
|
913 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
914 | { |
|
|
915 | object *spell_item; |
|
|
916 | object *owner; |
|
|
917 | rv_vector rv1; |
|
|
918 | |
|
|
919 | /* If you want monsters to cast spells over friends, this spell should |
|
|
920 | * be removed. It probably should be in most cases, since monsters still |
|
|
921 | * don't care about residual effects (ie, casting a cone which may have a |
|
|
922 | * clear path to the player, the side aspects of the code will still hit |
|
|
923 | * other monsters) |
|
|
924 | */ |
|
|
925 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
926 | return 0; |
|
|
927 | |
|
|
928 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
929 | { |
|
|
930 | get_rangevector (head, owner, &rv1, 0x1); |
|
|
931 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
932 | return 0; /* Might hit owner with spell */ |
|
|
933 | } |
|
|
934 | |
|
|
935 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
936 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
937 | |
|
|
938 | /* If the monster hasn't already chosen a spell, choose one |
|
|
939 | * I'm not sure if it really make sense to pre-select spells (events |
|
|
940 | * could be different by the time the monster goes again). |
|
|
941 | */ |
|
|
942 | if (head->spellitem == NULL) |
|
|
943 | { |
|
|
944 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
|
|
945 | { |
|
|
946 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
|
|
947 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
|
|
948 | return 0; |
|
|
949 | } |
|
|
950 | |
|
|
951 | if (spell_item->type == SPELLBOOK) |
|
|
952 | { |
|
|
953 | if (!spell_item->inv) |
|
|
954 | { |
|
|
955 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
|
|
956 | return 0; |
|
|
957 | } |
|
|
958 | |
|
|
959 | spell_item = spell_item->inv; |
|
|
960 | } |
|
|
961 | } |
|
|
962 | else |
|
|
963 | spell_item = head->spellitem; |
|
|
964 | |
|
|
965 | if (!spell_item) |
|
|
966 | return 0; |
|
|
967 | |
|
|
968 | /* Best guess this is a defensive/healing spell */ |
|
|
969 | if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
|
|
970 | dir = 0; |
|
|
971 | |
|
|
972 | /* Monster doesn't have enough spell-points */ |
|
|
973 | if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
|
|
974 | return 0; |
|
|
975 | |
|
|
976 | if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
|
|
977 | return 0; |
|
|
978 | |
|
|
979 | head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
|
|
980 | head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
|
|
981 | |
|
|
982 | /* set this to null, so next time monster will choose something different */ |
|
|
983 | head->spellitem = NULL; |
|
|
984 | |
|
|
985 | return cast_spell (part, part, dir, spell_item, NULL); |
|
|
986 | } |
|
|
987 | |
|
|
988 | static int |
|
|
989 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
990 | { |
|
|
991 | object *scroll; |
|
|
992 | object *owner; |
|
|
993 | rv_vector rv1; |
|
|
994 | |
|
|
995 | /* If you want monsters to cast spells over friends, this spell should |
|
|
996 | * be removed. It probably should be in most cases, since monsters still |
|
|
997 | * don't care about residual effects (ie, casting a cone which may have a |
|
|
998 | * clear path to the player, the side aspects of the code will still hit |
|
|
999 | * other monsters) |
|
|
1000 | */ |
|
|
1001 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1002 | return 0; |
|
|
1003 | |
|
|
1004 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1005 | { |
|
|
1006 | get_rangevector (head, owner, &rv1, 0x1); |
|
|
1007 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
1008 | { |
|
|
1009 | return 0; /* Might hit owner with spell */ |
|
|
1010 | } |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
1014 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1015 | |
|
|
1016 | for (scroll = head->inv; scroll; scroll = scroll->below) |
|
|
1017 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
|
|
1018 | break; |
|
|
1019 | |
|
|
1020 | /* Used up all his scrolls, so nothing do to */ |
|
|
1021 | if (!scroll) |
|
|
1022 | { |
|
|
1023 | CLEAR_FLAG (head, FLAG_READY_SCROLL); |
|
|
1024 | return 0; |
|
|
1025 | } |
|
|
1026 | |
|
|
1027 | /* Spell should be cast on caster (ie, heal, strength) */ |
|
|
1028 | if (scroll->inv->range == 0) |
|
|
1029 | dir = 0; |
|
|
1030 | |
|
|
1031 | apply_scroll (part, scroll, dir); |
|
|
1032 | return 1; |
|
|
1033 | } |
|
|
1034 | |
|
|
1035 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
|
|
1036 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
|
|
1037 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
|
|
1038 | * required that we would drastically increase the memory |
|
|
1039 | * requirements of CF!! |
|
|
1040 | * |
|
|
1041 | * The skills we are treating here are all but those. -b.t. |
|
|
1042 | * |
|
|
1043 | * At the moment this is only useful for throwing, perhaps for |
|
|
1044 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
|
|
1045 | */ |
|
|
1046 | static int |
|
|
1047 | monster_use_skill (object *head, object *part, object *pl, int dir) |
|
|
1048 | { |
|
|
1049 | object *skill, *owner; |
|
|
1050 | |
|
|
1051 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1052 | return 0; |
|
|
1053 | |
|
|
1054 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1055 | { |
|
|
1056 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
1057 | |
|
|
1058 | if (dirdiff (dir, dir2) < 1) |
|
|
1059 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
|
|
1060 | } |
|
|
1061 | |
|
|
1062 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
1063 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1064 | |
|
|
1065 | /* skill selection - monster will use the next unused skill. |
|
|
1066 | * well...the following scenario will allow the monster to |
|
|
1067 | * toggle between 2 skills. One day it would be nice to make |
|
|
1068 | * more skills available to monsters. |
|
|
1069 | */ |
|
|
1070 | for (skill = head->inv; skill; skill = skill->below) |
|
|
1071 | if (skill->type == SKILL && skill != head->chosen_skill) |
|
|
1072 | { |
|
|
1073 | head->chosen_skill = skill; |
|
|
1074 | break; |
|
|
1075 | } |
|
|
1076 | |
|
|
1077 | if (!skill && !head->chosen_skill) |
|
|
1078 | { |
|
|
1079 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
|
|
1080 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
|
|
1081 | return 0; |
|
|
1082 | } |
|
|
1083 | |
|
|
1084 | /* use skill */ |
|
|
1085 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | /* Monster will use a ranged spell attack. */ |
|
|
1089 | static int |
|
|
1090 | monster_use_range (object *head, object *part, object *pl, int dir) |
|
|
1091 | { |
|
|
1092 | object *wand, *owner; |
|
|
1093 | int at_least_one = 0; |
|
|
1094 | |
|
|
1095 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1096 | return 0; |
|
|
1097 | |
|
|
1098 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1099 | { |
|
|
1100 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
1101 | |
|
|
1102 | if (dirdiff (dir, dir2) < 2) |
|
|
1103 | return 0; /* Might hit owner with spell */ |
|
|
1104 | } |
|
|
1105 | |
|
|
1106 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
1107 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1108 | |
|
|
1109 | for (wand = head->inv; wand; wand = wand->below) |
|
|
1110 | { |
|
|
1111 | if (wand->type == WAND) |
|
|
1112 | { |
|
|
1113 | /* Found a wand, let's see if it has charges left */ |
|
|
1114 | at_least_one = 1; |
|
|
1115 | if (wand->stats.food <= 0) |
|
|
1116 | continue; |
|
|
1117 | |
|
|
1118 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
1119 | |
|
|
1120 | if (!(--wand->stats.food)) |
|
|
1121 | { |
|
|
1122 | if (wand->arch) |
|
|
1123 | { |
|
|
1124 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
|
|
1125 | wand->face = wand->arch->face; |
|
|
1126 | wand->set_speed (0); |
|
|
1127 | } |
|
|
1128 | } |
|
|
1129 | /* Success */ |
|
|
1130 | return 1; |
|
|
1131 | } |
|
|
1132 | else if (wand->type == ROD || wand->type == HORN) |
|
|
1133 | { |
|
|
1134 | /* Found rod/horn, let's use it if possible */ |
|
|
1135 | at_least_one = 1; |
|
|
1136 | if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace)) |
|
|
1137 | continue; |
|
|
1138 | |
|
|
1139 | /* drain charge before casting spell - can be a case where the |
|
|
1140 | * spell destroys the monster, and rod, so if done after, results |
|
|
1141 | * in crash. |
|
|
1142 | */ |
|
|
1143 | drain_rod_charge (wand); |
|
|
1144 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
1145 | |
|
|
1146 | /* Success */ |
|
|
1147 | return 1; |
|
|
1148 | } |
|
|
1149 | } |
|
|
1150 | |
|
|
1151 | if (at_least_one) |
|
|
1152 | return 0; |
|
|
1153 | |
|
|
1154 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
|
|
1155 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
|
|
1156 | return 0; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | static int |
|
|
1160 | monster_use_bow (object *head, object *part, object *pl, int dir) |
|
|
1161 | { |
|
|
1162 | object *owner; |
|
|
1163 | |
|
|
1164 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1165 | return 0; |
|
|
1166 | |
|
|
1167 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
1168 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1169 | |
|
|
1170 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1171 | { |
|
|
1172 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
1173 | |
|
|
1174 | if (dirdiff (dir, dir2) < 1) |
|
|
1175 | return 0; /* Might hit owner with arrow */ |
|
|
1176 | } |
|
|
1177 | |
|
|
1178 | /* in server/player.c */ |
|
|
1179 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
|
|
1180 | |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | void |
|
|
1184 | npc_call_help (object *op) |
|
|
1185 | { |
|
|
1186 | unordered_mapwalk (op, -7, -7, 7, 7) |
|
|
1187 | { |
|
|
1188 | mapspace &ms = m->at (nx, ny); |
|
|
1189 | |
|
|
1190 | /* If nothing alive on this space, no need to search the space. */ |
|
|
1191 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
1192 | continue; |
|
|
1193 | |
|
|
1194 | for (object *npc = ms.bot; npc; npc = npc->above) |
|
|
1195 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
|
|
1196 | npc->enemy = op->enemy; |
|
|
1197 | } |
|
|
1198 | } |
|
|
1199 | |
1594 | void |
1200 | void |
1595 | check_earthwalls (object *op, maptile *m, int x, int y) |
1201 | check_earthwalls (object *op, maptile *m, int x, int y) |
1596 | { |
1202 | { |
1597 | object *tmp; |
|
|
1598 | |
|
|
1599 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1203 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1600 | { |
|
|
1601 | if (tmp->type == EARTHWALL) |
1204 | if (tmp->type == EARTHWALL) |
1602 | { |
1205 | { |
1603 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1206 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1604 | return; |
1207 | return; |
1605 | } |
1208 | } |
1606 | } |
|
|
1607 | } |
1209 | } |
1608 | |
1210 | |
1609 | void |
1211 | void |
1610 | check_doors (object *op, maptile *m, int x, int y) |
1212 | check_doors (object *op, maptile *m, int x, int y) |
1611 | { |
1213 | { |
1612 | object *tmp; |
|
|
1613 | |
|
|
1614 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1214 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1615 | { |
|
|
1616 | if (tmp->type == DOOR) |
1215 | if (tmp->type == DOOR) |
1617 | { |
1216 | { |
1618 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1217 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1619 | return; |
1218 | return; |
1620 | } |
1219 | } |
1621 | } |
|
|
1622 | } |
1220 | } |
1623 | |
1221 | |
1624 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1222 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1625 | * This is probably overly simplistic as it is now - We want |
1223 | * This is probably overly simplistic as it is now - We want |
1626 | * monsters to throw things like chairs and other pieces of |
1224 | * monsters to throw things like chairs and other pieces of |
… | |
… | |
1655 | #ifdef DEBUG_THROW |
1253 | #ifdef DEBUG_THROW |
1656 | LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1254 | LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1657 | #endif |
1255 | #endif |
1658 | |
1256 | |
1659 | return tmp; |
1257 | return tmp; |
|
|
1258 | } |
|
|
1259 | |
|
|
1260 | /* |
|
|
1261 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
|
|
1262 | */ |
|
|
1263 | int |
|
|
1264 | move_monster (object *op) |
|
|
1265 | { |
|
|
1266 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
|
|
1267 | object *owner, *enemy, *part, *oph = op; |
|
|
1268 | rv_vector rv; |
|
|
1269 | |
|
|
1270 | /* Monsters not on maps don't do anything. These monsters are things |
|
|
1271 | * Like royal guards in city dwellers inventories. |
|
|
1272 | */ |
|
|
1273 | if (!op->map) |
|
|
1274 | return 0; |
|
|
1275 | |
|
|
1276 | /* for target facing, we copy this value here for fast access */ |
|
|
1277 | if (oph->head) /* force update the head - one arch one pic */ |
|
|
1278 | oph = oph->head; |
|
|
1279 | |
|
|
1280 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
|
|
1281 | enemy = op->enemy = NULL; |
|
|
1282 | else if ((enemy = find_enemy (op, &rv))) |
|
|
1283 | /* we have an enemy, just tell him we want him dead */ |
|
|
1284 | enemy->attacked_by = op; /* our ptr */ |
|
|
1285 | |
|
|
1286 | /* generate hp, if applicable */ |
|
|
1287 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
1288 | { |
|
|
1289 | /* last heal is in funny units. Dividing by speed puts |
|
|
1290 | * the regeneration rate on a basis of time instead of |
|
|
1291 | * #moves the monster makes. The scaling by 8 is |
|
|
1292 | * to capture 8th's of a hp fraction regens |
|
|
1293 | * |
|
|
1294 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
1295 | * overflow might produce monsters with negative hp. |
|
|
1296 | */ |
|
|
1297 | |
|
|
1298 | op->last_heal += (int) ((float) (8 * op->stats.Con) / op->speed); |
|
|
1299 | op->stats.hp = min ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
1300 | op->last_heal %= 32; |
|
|
1301 | |
|
|
1302 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
1303 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
|
|
1304 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
|
|
1305 | |
|
|
1306 | if (op->stats.hp > op->stats.maxhp) |
|
|
1307 | op->stats.hp = op->stats.maxhp; |
|
|
1308 | } |
|
|
1309 | |
|
|
1310 | /* generate sp, if applicable */ |
|
|
1311 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
1312 | { |
|
|
1313 | /* last_sp is in funny units. Dividing by speed puts |
|
|
1314 | * the regeneration rate on a basis of time instead of |
|
|
1315 | * #moves the monster makes. The scaling by 8 is |
|
|
1316 | * to capture 8th's of a sp fraction regens |
|
|
1317 | * |
|
|
1318 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
1319 | * overflow might produce monsters with negative sp. |
|
|
1320 | */ |
|
|
1321 | |
|
|
1322 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed); |
|
|
1323 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
1324 | op->last_sp %= 128; |
|
|
1325 | } |
|
|
1326 | |
|
|
1327 | /* this should probably get modified by many more values. |
|
|
1328 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
1329 | */ |
|
|
1330 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
|
|
1331 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
1332 | |
|
|
1333 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
1334 | return QUERY_FLAG (op, FLAG_FREED); |
|
|
1335 | |
|
|
1336 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
|
|
1337 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
1338 | if (!check_wakeup (op, enemy, &rv)) |
|
|
1339 | return 0; |
|
|
1340 | |
|
|
1341 | /* check if monster pops out of hidden spot */ |
|
|
1342 | if (op->flag [FLAG_HIDDEN]) |
|
|
1343 | do_hidden_move (op); |
|
|
1344 | |
|
|
1345 | if (op->pick_up) |
|
|
1346 | monster_check_pickup (op); |
|
|
1347 | |
|
|
1348 | if (op->will_apply) |
|
|
1349 | monster_apply_below (op); /* Check for items to apply below */ |
|
|
1350 | |
|
|
1351 | /* If we don't have an enemy, do special movement or the like */ |
|
|
1352 | if (!enemy) |
|
|
1353 | { |
|
|
1354 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
1355 | { |
|
|
1356 | op->drop_and_destroy (); |
|
|
1357 | return 1; |
|
|
1358 | } |
|
|
1359 | |
|
|
1360 | /* Probably really a bug for a creature to have both |
|
|
1361 | * stand still and a movement type set. |
|
|
1362 | */ |
|
|
1363 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
1364 | { |
|
|
1365 | if (op->attack_movement & HI4) |
|
|
1366 | { |
|
|
1367 | switch (op->attack_movement & HI4) |
|
|
1368 | { |
|
|
1369 | case PETMOVE: |
|
|
1370 | pet_move (op); |
|
|
1371 | break; |
|
|
1372 | |
|
|
1373 | case CIRCLE1: |
|
|
1374 | circ1_move (op); |
|
|
1375 | break; |
|
|
1376 | |
|
|
1377 | case CIRCLE2: |
|
|
1378 | circ2_move (op); |
|
|
1379 | break; |
|
|
1380 | |
|
|
1381 | case PACEV: |
|
|
1382 | pace_movev (op); |
|
|
1383 | break; |
|
|
1384 | |
|
|
1385 | case PACEH: |
|
|
1386 | pace_moveh (op); |
|
|
1387 | break; |
|
|
1388 | |
|
|
1389 | case PACEV2: |
|
|
1390 | pace2_movev (op); |
|
|
1391 | break; |
|
|
1392 | |
|
|
1393 | case PACEH2: |
|
|
1394 | pace2_moveh (op); |
|
|
1395 | break; |
|
|
1396 | |
|
|
1397 | case RANDO: |
|
|
1398 | rand_move (op); |
|
|
1399 | break; |
|
|
1400 | |
|
|
1401 | case RANDO2: |
|
|
1402 | move_randomly (op); |
|
|
1403 | break; |
|
|
1404 | } |
|
|
1405 | |
|
|
1406 | return 0; |
|
|
1407 | } |
|
|
1408 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
|
|
1409 | move_randomly (op); |
|
|
1410 | } /* stand still */ |
|
|
1411 | |
|
|
1412 | return 0; |
|
|
1413 | } /* no enemy */ |
|
|
1414 | |
|
|
1415 | /* We have an enemy. Block immediately below is for pets */ |
|
|
1416 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
1417 | && (owner = op->owner) != NULL |
|
|
1418 | && !on_same_map (op, owner) |
|
|
1419 | && !owner->flag [FLAG_REMOVED]) |
|
|
1420 | return follow_owner (op, owner); |
|
|
1421 | |
|
|
1422 | /* doppleganger code to change monster facing to that of the nearest |
|
|
1423 | * player. Hmm. The code is here, but no monster in the current |
|
|
1424 | * arch set uses it. |
|
|
1425 | */ |
|
|
1426 | if (op->race == shstr_doppleganger) |
|
|
1427 | { |
|
|
1428 | op->face = enemy->face; |
|
|
1429 | op->name = enemy->name; |
|
|
1430 | } |
|
|
1431 | |
|
|
1432 | /* Calculate range information for closest body part - this |
|
|
1433 | * is used for the 'skill' code, which isn't that smart when |
|
|
1434 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
1435 | * into themselves. |
|
|
1436 | */ |
|
|
1437 | get_rangevector (op, enemy, &rv, 0); |
|
|
1438 | |
|
|
1439 | /* Move the check for scared up here - if the monster was scared, |
|
|
1440 | * we were not doing any of the logic below, so might as well save |
|
|
1441 | * a few cpu cycles. |
|
|
1442 | */ |
|
|
1443 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
|
|
1444 | { |
|
|
1445 | rv_vector rv1; |
|
|
1446 | |
|
|
1447 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
1448 | for (part = op; part; part = part->more) |
|
|
1449 | { |
|
|
1450 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
1451 | dir = rv1.direction; |
|
|
1452 | |
|
|
1453 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
1454 | * but that we test above... so can be old code here |
|
|
1455 | */ |
|
|
1456 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
1457 | dir = absdir (dir + 4); |
|
|
1458 | |
|
|
1459 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1460 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1461 | |
|
|
1462 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
|
|
1463 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
1464 | return 0; |
|
|
1465 | |
|
|
1466 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
|
|
1467 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
1468 | return 0; |
|
|
1469 | |
|
|
1470 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
|
|
1471 | if (monster_use_range (op, part, enemy, dir)) |
|
|
1472 | return 0; |
|
|
1473 | |
|
|
1474 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
|
|
1475 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
1476 | return 0; |
|
|
1477 | |
|
|
1478 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
|
|
1479 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
1480 | return 0; |
|
|
1481 | } /* for processing of all parts */ |
|
|
1482 | } /* If not scared */ |
|
|
1483 | |
|
|
1484 | part = rv.part; |
|
|
1485 | dir = rv.direction; |
|
|
1486 | |
|
|
1487 | //-GPL |
|
|
1488 | |
|
|
1489 | // if the enemy is a player, we have los. if los says we |
|
|
1490 | // can directly reach the player, we do not deviate. |
|
|
1491 | // for non-players, we never deviate |
|
|
1492 | if (op->stats.Wis >= 8 |
|
|
1493 | && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
|
|
1494 | { |
|
|
1495 | int sdir = 0; |
|
|
1496 | uint32_t &smell = op->ms ().smell; |
|
|
1497 | |
|
|
1498 | for (int ndir = 1; ndir <= 8; ++ndir) |
|
|
1499 | { |
|
|
1500 | mapxy pos (op); pos.move (ndir); |
|
|
1501 | |
|
|
1502 | if (pos.normalise ()) |
|
|
1503 | { |
|
|
1504 | mapspace &ms = pos.ms (); |
|
|
1505 | |
|
|
1506 | if (ms.smell > smell) |
|
|
1507 | { |
|
|
1508 | //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
1509 | if (op->stats.Wis >= 10) |
|
|
1510 | smell = ms.smell - 1; // smarter: tell others |
|
|
1511 | |
|
|
1512 | sdir = ndir; |
|
|
1513 | |
|
|
1514 | // perturbing the path might let the monster lose track, |
|
|
1515 | // but it will also widen the actual path, spreading information |
|
|
1516 | if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
|
|
1517 | sdir = absdir (sdir + 1 - rndm (2) * 2); |
|
|
1518 | } |
|
|
1519 | } |
|
|
1520 | } |
|
|
1521 | |
|
|
1522 | if (sdir) |
|
|
1523 | dir = sdir; |
|
|
1524 | else if (smell) |
|
|
1525 | { |
|
|
1526 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
1527 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
1528 | unordered_mapwalk (op, -1, -1, 1, 1) |
|
|
1529 | m->at (nx, ny).smell = 0; |
|
|
1530 | } |
|
|
1531 | } |
|
|
1532 | |
|
|
1533 | //+GPL |
|
|
1534 | |
|
|
1535 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
1536 | dir = absdir (dir + 4); |
|
|
1537 | |
|
|
1538 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1539 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1540 | |
|
|
1541 | pre_att_dir = dir; /* remember the original direction */ |
|
|
1542 | |
|
|
1543 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
|
|
1544 | { |
|
|
1545 | switch (op->attack_movement & LO4) |
|
|
1546 | { |
|
|
1547 | case DISTATT: |
|
|
1548 | dir = dist_att (dir, op, enemy, part, &rv); |
|
|
1549 | break; |
|
|
1550 | |
|
|
1551 | case RUNATT: |
|
|
1552 | dir = run_att (dir, op, enemy, part, &rv); |
|
|
1553 | break; |
|
|
1554 | |
|
|
1555 | case HITRUN: |
|
|
1556 | dir = hitrun_att (dir, op, enemy); |
|
|
1557 | break; |
|
|
1558 | |
|
|
1559 | case WAITATT: |
|
|
1560 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
1561 | break; |
|
|
1562 | |
|
|
1563 | case RUSH: /* default - monster normally moves towards player */ |
|
|
1564 | case ALLRUN: |
|
|
1565 | break; |
|
|
1566 | |
|
|
1567 | case DISTHIT: |
|
|
1568 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
1569 | break; |
|
|
1570 | |
|
|
1571 | case WAIT2: |
|
|
1572 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
1573 | break; |
|
|
1574 | |
|
|
1575 | default: |
|
|
1576 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
1577 | } |
|
|
1578 | } |
|
|
1579 | |
|
|
1580 | if (!dir) |
|
|
1581 | return 0; |
|
|
1582 | |
|
|
1583 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
1584 | { |
|
|
1585 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
|
|
1586 | { |
|
|
1587 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
1588 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
1589 | op->direction = pre_att_dir; |
|
|
1590 | |
|
|
1591 | return 0; |
|
|
1592 | } |
|
|
1593 | |
|
|
1594 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
1595 | { |
|
|
1596 | /* Try move around corners if !close */ |
|
|
1597 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
|
|
1598 | |
|
|
1599 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
1600 | { |
|
|
1601 | /* try different detours */ |
|
|
1602 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
|
|
1603 | |
|
|
1604 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
|
|
1605 | return 0; |
|
|
1606 | } |
|
|
1607 | } |
|
|
1608 | } /* if monster is not standing still */ |
|
|
1609 | |
|
|
1610 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
1611 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
1612 | op->direction = pre_att_dir; |
|
|
1613 | |
|
|
1614 | /* |
|
|
1615 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
1616 | * direction if they can't move away. |
|
|
1617 | */ |
|
|
1618 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
|
|
1619 | if (move_randomly (op)) |
|
|
1620 | return 0; |
|
|
1621 | |
|
|
1622 | /* |
|
|
1623 | * Try giving the monster a new enemy - the player that is closest |
|
|
1624 | * to it. In this way, it won't just keep trying to get to a target |
|
|
1625 | * that is inaccessible. |
|
|
1626 | * This could be more clever - it should go through a list of several |
|
|
1627 | * enemies, as it is now, you could perhaps get situations where there |
|
|
1628 | * are two players flanking the monster at close distance, but which |
|
|
1629 | * the monster can't get to, and a third one at a far distance that |
|
|
1630 | * the monster could get to - as it is, the monster won't look at that |
|
|
1631 | * third one. |
|
|
1632 | */ |
|
|
1633 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
|
|
1634 | { |
|
|
1635 | object *nearest_player = get_nearest_player (op); |
|
|
1636 | |
|
|
1637 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
1638 | { |
|
|
1639 | op->enemy = 0; |
|
|
1640 | enemy = nearest_player; |
|
|
1641 | } |
|
|
1642 | } |
|
|
1643 | |
|
|
1644 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
|
|
1645 | { |
|
|
1646 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
1647 | * since wc can in fact get negative, that would mean by adding |
|
|
1648 | * the current wc, the creature gets better? Instead, just |
|
|
1649 | * add a fixed amount - nasty creatures that are runny away should |
|
|
1650 | * still be pretty nasty. |
|
|
1651 | */ |
|
|
1652 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
1653 | { |
|
|
1654 | part->stats.wc += 10; |
|
|
1655 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
1656 | part->stats.wc -= 10; |
|
|
1657 | } |
|
|
1658 | else |
|
|
1659 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
1660 | } /* if monster is in attack range */ |
|
|
1661 | |
|
|
1662 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
|
|
1663 | return 1; |
|
|
1664 | |
|
|
1665 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
1666 | { |
|
|
1667 | op->drop_and_destroy (); |
|
|
1668 | return 1; |
|
|
1669 | } |
|
|
1670 | |
|
|
1671 | return 0; |
1660 | } |
1672 | } |
1661 | |
1673 | |
1662 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1674 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1663 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1675 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1664 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1676 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
… | |
… | |
1669 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1681 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1670 | */ |
1682 | */ |
1671 | int |
1683 | int |
1672 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1684 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1673 | { |
1685 | { |
1674 | int radius = MIN_MON_RADIUS, hide_discovery; |
|
|
1675 | |
|
|
1676 | /* null detection for any of these condtions always */ |
1686 | /* null detection for any of these condtions always */ |
1677 | if (!op || !enemy || !op->map || !enemy->map) |
1687 | if (!op || !enemy || !op->map || !enemy->map) |
1678 | return 0; |
1688 | return 0; |
1679 | |
1689 | |
1680 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1690 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
… | |
… | |
1682 | return 0; |
1692 | return 0; |
1683 | |
1693 | |
1684 | get_rangevector (op, enemy, rv, 0); |
1694 | get_rangevector (op, enemy, rv, 0); |
1685 | |
1695 | |
1686 | /* Monsters always ignore the DM */ |
1696 | /* Monsters always ignore the DM */ |
1687 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1697 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1688 | return 0; |
1698 | return 0; |
1689 | |
1699 | |
1690 | /* simple check. Should probably put some range checks in here. */ |
1700 | /* simple check. Should probably put some range checks in here. */ |
1691 | if (can_see_enemy (op, enemy)) |
1701 | if (can_see_enemy (op, enemy)) |
1692 | return 1; |
1702 | return 1; |
1693 | |
1703 | |
1694 | /* The rest of this is for monsters. Players are on their own for |
1704 | /* The rest of this is for monsters. Players are on their own for |
1695 | * finding enemies! |
1705 | * finding enemies! |
1696 | */ |
1706 | */ |
1697 | if (op->type == PLAYER) |
1707 | if (op->is_player ()) |
1698 | return 0; |
1708 | return 0; |
1699 | |
1709 | |
1700 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1710 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1701 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1711 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1702 | */ |
1712 | */ |
1703 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1713 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1704 | return 0; |
1714 | return 0; |
1705 | |
1715 | |
|
|
1716 | int radius = MIN_MON_RADIUS; |
|
|
1717 | |
1706 | /* use this for invis also */ |
1718 | /* use this for invis also */ |
1707 | hide_discovery = op->stats.Int / 5; |
1719 | int hide_discovery = op->stats.Int / 5; |
1708 | |
1720 | |
1709 | /* Determine Detection radii */ |
1721 | /* Determine Detection radii */ |
1710 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1722 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1711 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1723 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1712 | else |
1724 | else |
1713 | { /* a level/INT/Dex adjustment for hiding */ |
1725 | { /* a level/INT/Dex adjustment for hiding */ |
1714 | int bonus = op->level / 2 + op->stats.Int / 5; |
1726 | int bonus = op->level / 2 + op->stats.Int / 5; |
1715 | |
1727 | |
1716 | if (enemy->type == PLAYER) |
1728 | if (enemy->is_player ()) |
1717 | { |
1729 | { |
1718 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1730 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1719 | bonus -= sk_hide->level; |
1731 | bonus -= sk_hide->level; |
1720 | else |
1732 | else |
1721 | { |
1733 | { |
… | |
… | |
1738 | radius /= 2; |
1750 | radius /= 2; |
1739 | hide_discovery /= 3; |
1751 | hide_discovery /= 3; |
1740 | } |
1752 | } |
1741 | |
1753 | |
1742 | /* Radii adjustment for enemy standing in the dark */ |
1754 | /* Radii adjustment for enemy standing in the dark */ |
1743 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1755 | if (!stand_in_light (enemy)) |
1744 | { |
1756 | { |
1745 | /* on dark maps body heat can help indicate location with infravision |
1757 | /* on dark maps body heat can help indicate location with infravision |
1746 | * undead don't have body heat, so no benefit detecting them. |
1758 | * undead don't have body heat, so no benefit detecting them. |
1747 | */ |
1759 | */ |
1748 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1760 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1749 | radius += op->map->darkness / 2; |
1761 | radius += op->map->darklevel () / 2; |
1750 | else |
1762 | else |
1751 | radius -= op->map->darkness / 2; |
1763 | radius -= op->map->darklevel () / 2; |
1752 | |
1764 | |
1753 | /* op next to a monster (and not in complete darkness) |
1765 | /* op next to a monster (and not in complete darkness) |
1754 | * the monster should have a chance to see you. |
1766 | * the monster should have a chance to see you. |
1755 | */ |
1767 | */ |
1756 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1768 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1757 | radius = MIN_MON_RADIUS; |
1769 | radius = MIN_MON_RADIUS; |
1758 | } /* if on dark map */ |
1770 | } /* if on dark map */ |
1759 | |
1771 | |
1760 | /* Lets not worry about monsters that have incredible detection |
1772 | /* Lets not worry about monsters that have incredible detection |
1761 | * radii, we only need to worry here about things the player can |
1773 | * radii, we only need to worry here about things the player can |
… | |
… | |
1775 | /* ah, we are within range, detected? take cases */ |
1787 | /* ah, we are within range, detected? take cases */ |
1776 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1788 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1777 | return 1; |
1789 | return 1; |
1778 | |
1790 | |
1779 | /* hidden or low-quality invisible */ |
1791 | /* hidden or low-quality invisible */ |
1780 | if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1792 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1781 | { |
1793 | { |
1782 | make_visible (enemy); |
1794 | make_visible (enemy); |
1783 | |
1795 | |
1784 | /* inform players of new status */ |
1796 | /* inform players of new status */ |
1785 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1797 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
… | |
… | |
1809 | /* Wasn't detected above, so still hidden */ |
1821 | /* Wasn't detected above, so still hidden */ |
1810 | return 0; |
1822 | return 0; |
1811 | } |
1823 | } |
1812 | |
1824 | |
1813 | /* determine if op stands in a lighted square. This is not a very |
1825 | /* determine if op stands in a lighted square. This is not a very |
1814 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1826 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1815 | * is possible for a bright light to illuminate a player on the |
1827 | * is possible for a bright light to illuminate a player on the |
1816 | * other side of a wall (!). |
1828 | * other side of a wall (!). |
1817 | */ |
1829 | */ |
1818 | int |
1830 | int |
1819 | stand_in_light (object *op) |
1831 | stand_in_light (object *op) |
1820 | { |
1832 | { |
1821 | if (!op) |
1833 | if (op) |
|
|
1834 | { |
|
|
1835 | if (!op->is_on_map ()) |
1822 | return 0; |
1836 | return 0; |
1823 | |
1837 | |
|
|
1838 | if (op->map->darklevel () <= 0) |
|
|
1839 | return 1; |
|
|
1840 | |
1824 | if (op->glow_radius > 0) |
1841 | if (op->glow_radius > 0) |
1825 | return 1; |
1842 | return 1; |
1826 | |
1843 | |
1827 | if (op->map) |
1844 | if (op->map) |
1828 | { |
1845 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
|
|
1846 | { |
1829 | /* Check the spaces with the max light radius to see if any of them |
1847 | /* Check the spaces with the max light radius to see if any of them |
1830 | * have lights, and if any of them light the player enough, then return 1. |
1848 | * have lights, and if any of them light the player enough, then return 1. |
1831 | */ |
|
|
1832 | for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1833 | { |
|
|
1834 | for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1835 | { |
1849 | */ |
1836 | maptile *m = op->map; |
1850 | int light = m->at (nx, ny).light; |
1837 | sint16 nx = x; |
|
|
1838 | sint16 ny = y; |
|
|
1839 | |
1851 | |
1840 | if (xy_normalise (m, nx, ny)) |
1852 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1841 | if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light) |
|
|
1842 | return 1; |
1853 | return 1; |
1843 | } |
1854 | } |
1844 | } |
|
|
1845 | } |
1855 | } |
1846 | |
1856 | |
1847 | return 0; |
1857 | return 0; |
1848 | } |
1858 | } |
1849 | |
1859 | |
… | |
… | |
1873 | { |
1883 | { |
1874 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1884 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1875 | * However,if you carry any source of light, then the hidden |
1885 | * However,if you carry any source of light, then the hidden |
1876 | * creature is seeable (and stupid) */ |
1886 | * creature is seeable (and stupid) */ |
1877 | |
1887 | |
1878 | if (has_carried_lights (enemy)) |
1888 | if (enemy->has_carried_lights ()) |
1879 | { |
1889 | { |
1880 | if (enemy->hide) |
1890 | if (enemy->flag [FLAG_HIDDEN]) |
1881 | { |
1891 | { |
1882 | make_visible (enemy); |
1892 | make_visible (enemy); |
1883 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1893 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1884 | } |
1894 | } |
|
|
1895 | |
1885 | return 1; |
1896 | return 1; |
1886 | } |
1897 | } |
1887 | else if (enemy->hide) |
1898 | else if (enemy->flag [FLAG_HIDDEN]) |
1888 | return 0; |
1899 | return 0; |
1889 | |
1900 | |
1890 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1901 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1891 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1902 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1892 | * and making it a conditional makes the code pretty ugly. |
1903 | * and making it a conditional makes the code pretty ugly. |
1893 | */ |
1904 | */ |
1894 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1905 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1895 | { |
|
|
1896 | if (makes_invisible_to (enemy, looker)) |
1906 | if (makes_invisible_to (enemy, looker)) |
1897 | return 0; |
1907 | return 0; |
1898 | } |
|
|
1899 | } |
1908 | } |
1900 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1909 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1901 | if (player_can_view (looker, enemy)) |
1910 | if (player_can_view (looker, enemy)) |
1902 | return 1; |
1911 | return 1; |
1903 | |
1912 | |
1904 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1913 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1905 | * unless they carry a light or stand in light. Darkness doesnt |
1914 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1908 | * we care about the enemy maps status, not the looker. |
1917 | * we care about the enemy maps status, not the looker. |
1909 | * only relevant for tiled maps, but it is possible that the |
1918 | * only relevant for tiled maps, but it is possible that the |
1910 | * enemy is on a bright map and the looker on a dark - in that |
1919 | * enemy is on a bright map and the looker on a dark - in that |
1911 | * case, the looker can still see the enemy |
1920 | * case, the looker can still see the enemy |
1912 | */ |
1921 | */ |
1913 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1922 | if (!stand_in_light (enemy) |
1914 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1923 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1915 | return 0; |
1924 | return 0; |
1916 | |
1925 | |
1917 | return 1; |
1926 | return 1; |
1918 | } |
1927 | } |
|
|
1928 | |
|
|
1929 | //-GPL |